
I have played Grey Knights every since they released their codex back in 2001 under third edition and I have always loved their style of play, the models, the fluff, and their performance on the table top. However going through two complete changes of editions to the rules, the codex simply can’t complete give the prevalence of armor and hardcore units that now exist. Mind you I still have excellent games and when they do pull off a victory it is something to brag about for several weeks, but I should not have to fear for my life depending on what army is being played across from when, because I have such an outdated codex.
Thankfully the interwebs have been full of rumors and speculations of Grey knight and how they will be released soon and with new models (not like I need any more) and it got me thinking, what do Grey Knights need to become competitive?
My first observation is that even against daemons and chaos, they are awful. They can be easily overwhelmed and with the massive amounts of rending, power weapons, and monstrous creatures their just isn’t enough to put the list down effectively. Against chaos marines, everyone has a 3+ save of better…. so since every weapon in the grey knight codex has an AP higher then 3+ they always get a gave… not cool.
Secondly, Grey knights are the best of the best and yet they die like normal marines. Thirdly, everyone is supposed to be a psyker and only hq choices can take psychic powers, only which one or two is decent. Finally they get out assaulted all of the time, because dedicated assault units go faster, hit harder, and generally have more survivability then my poor grey knights and they die over and over. Its quite sad really.
So with all of this being stated and more just general stat and fluff complaints, I have compiled a list of needed improvements or options for grey knights which would make them worth while against all armies.
Overall: Army special rules, Fearless, Teleport (everyone has the option of deepstrike), Daemonbane (ignore eternal warrior on chaos/daemon models), Counter Attack, 4+ save against psychic powers, Shrouding (when targeting grey knights, treat it as night fight)
Psycannons should either be upgraded to rending or ap3 and kept at 20 points. Grey Knights need guns which can punch through armor. I am a big fan of the dual move or stay still options of these guns.
Incinerators should be upgraded to rending or wound anything on a 3+. Make it poisonous and it will be an amazing flamer again.
Nemesis Force Weapons
Grand Master – +2 to strength, Force weapon which ignores eternal warrior, can be used multiple times in combat
Brother Captain – +2 to strength, Force weapon which ignores eternal warrior
Librarian – +2 to strength, Force weapon regular
Chaplain – +2 to Strength, power weapon
Terminators – +2 to Strength, power weapon
Justicar – +2 to strength, power weapon
Grey Knights – +2 to strength
HQ
Grandmaster
HE should be hands down the best marine type character in the game, so his stats should reflect that. WS 7 BS 5 S5 T5 I6 A4 LD10 Sv 2+/4+ He should have eternal warrior and have feel no pain. He should remain 0-1 because of his rarity. Wargear wise, a nemesis force weapon and storm bolter as standard they force weapon should be able to cause instant death to anyone ignoring eternal warrior and it would be nice if each wound causes a check- similar to typhus. They should have access to other wargear, such as a psycannon, incinerator, working daemon, and a storm shield along with anti-daemon options, but going overboard isn’t needed here. Psychic power wise, hammerhand and would be useful as it would be double strength making it s10 which would solve armor killing somewhat. As far as other psychic powers, I’d rather see them used elsewhere… Finally he should be expensive because he is nasty.
Grey Knight Chaplain
In all of the Grey Knight Fluff, their are chaplains. So why not put them into the codex? Give them stat boosts over the marine versions and when they lead a squad, besides re-rolling misses on the charge, give them another ability such as feel no pain. He should have options for terminator armor and come with a nemesis force weapon, which doesn’t cause instant death.
Grey Knight Librarian
This is where psychic powers should be focused. The librarian, along with a stat change, should have access to all sorts of psychic powers and be akin to mephiston in being able to cast multiple powers to boost his stats and make him one of the best psykers in the game. Some powers that come to mind are the old fear the darkness, living lighting, blood lance etc etc
Grey knight Apothecary Character
This could be a good way of adding feel no pain/furious charge into your squads, but its not overly needed.
Insert a few special characters and there are your hq selections. I wouldn’t mind a character who make terminators troop choices or even just one squad a troop choice similar to ork warbosses. Just so you can represent a very elite daemon killing party.
Elites
Grey Knight Dreds should be elite choices. They should have access to drop pods and they should have a ton of options to choose from. I wouldn’t mind seeing all the drednought choices mixed together for some converting and optimization greatness here. Ironclad weapons on a lascannon toting dreadnought… could be sweet.
Librarian/Chaplain Drednoughts… could be interesting but not really needed.
Terminators
This is the unit which makes grey knights amazing, so they should still be amazing in the new codex. The only thing I would like to see is improved toughness (5), weaponskill (6), and if it is not overkill improved initiative (5). Now a little bit of wish listing here but maybe a feel no pain character upgrade here, or a set of rule similar to the imperial guard psyker battle squad where depending on the number of terminators in the squad they drop leadership by X or a large blast strength X attack. Finally I would like to see a veil of darkness kind of rule where they can teleport across the battle where they are needed to counter the most serious of threats. Psycannon and incinerator options stay at 2 in a squad, but an assault 1 multi-melta type weapon for popping tanks would be great.
Assassins
They still belong, so keep them! Just make them cheaper
Inquisitors
Now I hate inquisitors as they are now, but I have no idea how to improve them… I wouldn’t mind seeing them dropped completely. But if they are kept, the Inquisitor should be able to kill a marine in combat and not be a sissy and die when breathed on.
Troops
Grey Knights
Grey Knights as a troop choice are still an awesome unit, however they need some improvements to bring them in line. Foremost… drop true grit and give them one more base attack. Drop the points to 18-20 and they would be great just like that. But since this is what I would like to see done I wouldn’t mind a higher initiative (5) or maybe artificer armor. A 5+ invulnerable save across the board would be nice. A anti-tank special weapon which is assault oriented would be awesome. I think the justicar should have a special rule similar to psyker battle squads but make it a range 36in assault 1 strength x ap 2 shot where x is the number of knights left in the squad. This could prove as a useful anti-tank device.
Inquisitorial Stormtroopers
They can provide some rhinos and cheap scoring units to offset everything being so expensive. However I would not mind them having options of a Valkyrie or a Vendetta!
Fast Attack: These options need to solve the mobility issue which Grey Knights definitely have
Storm Raven
In there fluff they fly around in them, so why not have them in the game?
Grey Knight Jet Bikes
All the awesomeness of Grey knights… on jet bikes. Limit the squad size to 6, twin linked storm bolters with the option of mounting psycannons and this squad is in business.
Teleporting Grey Knights
Same rules as regular grey knights, but with a veil of darkness kind of rule
Heavy Support
Dreadnoughts could be located here in addition to elite choices
Land raiders
I would like the rules to be brought to the same standard as regular marine raiders but with psycannon and incinerator weapon options. Possibly a blessed rule which allows either a cover save to always be made or a re-roll on the damage chart. Either way they should be more survivable.
Purgation squads
Just like the regular grey knights, but with more weapons. An anti-tank weapon would be amazing right here
So these are most of my thoughts… I hope I didn’t go too overboard with the rules adjustments. I honestly think they grey knights would really benefit from having more awesome rules and staying as an elitist elite army. It should definitely be set up where quality is much better then quantity. So I guess we will wait and see what comes around…